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#pragma BLENDER_REQUIRE(common_globals_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
uniform float pointSize;
uniform float outlineWidth;
uniform vec4 color;
in vec2 au;
in int flag;
out vec4 fillColor;
out vec4 outlineColor;
out vec4 radii;
/* TODO: Theme? */
const vec4 pinned_col = vec4(1.0, 0.0, 0.0, 1.0);
void main()
{
bool is_selected = (flag & (VERT_UV_SELECT | FACE_UV_SELECT)) != 0;
bool is_pinned = (flag & VERT_UV_PINNED) != 0;
vec4 deselect_col = (is_pinned) ? pinned_col : vec4(color.rgb, 1.0);
fillColor = (is_selected) ? colorVertexSelect : deselect_col;
outlineColor = (is_pinned) ? pinned_col : vec4(fillColor.rgb, 0.0);
vec3 world_pos = point_object_to_world(vec3(au, 0.0));
/* Move selected vertices to the top
* Vertices are between 0.0 and 0.2, Edges between 0.2 and 0.4
* actual pixels are at 0.75, 1.0 is used for the background. */
float depth = is_selected ? (is_pinned ? 0.05 : 0.10) : 0.15;
gl_Position = vec4(point_world_to_ndc(world_pos).xy, depth, 1.0);
gl_PointSize = pointSize;
/* calculate concentric radii in pixels */
float radius = 0.5 * pointSize;
/* start at the outside and progress toward the center */
radii[0] = radius;
radii[1] = radius - 1.0;
radii[2] = radius - outlineWidth;
radii[3] = radius - outlineWidth - 1.0;
/* convert to PointCoord units */
radii /= pointSize;
}
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